Hi,
So you should be able to call stage.resize(width, height) to set the stage, once the program is running.
The values in the build.xml are the suggested starting size for the window.
If the user resizes/maximised the window, you will get a resize event.
You can try to let the system scale your window for you, but generally, it is better to do this yourself - mainly so you can deal with the "black bar" region yourself.
This is pretty easy. Say you have designed your game for 1920x1080, on startup and on a resize event, set the transform of you root node. You can generally use "var root = nme.Lib.current" for this.
first calculate the screen-to-design scale for x and y:
var xScale = 1920/stage.stageWidth;
var yScale = 1080/stage.stageHeight;
If you take the smaller scale, everythign will fit on the screen:
var scale = Math.min(xScale,yScale);
root.scaleX = root.scaleY = scale
So this does the scaling so one dimension will fit exactly, and one may have some space.
Generally, you might then want to centre the active zone:
root.x = (stage.stageWidth - 1920*scale) /2;
root.y = (stage.stageHeight - 1080*scale) /2;
You then might want to think about drawing something interesting in these areas - but that is up to you.
So it is only a few lines of code to get the scaling how you want it, and doing it yourself gives you a few more options.
(note: programming without compiling - probably an error somewhere)
Hugh